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Drarnor Kunoram.5180

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  1. No. You will need to do some form of achievement for all mastery points (even channel points and story are technically achievements.) If you want to max out masteries, you will need to go do more than just story and map completion. Heart of Thorns and Path of Fire masteries are a bit trickier to define, as Living World seasons 3 and 4 are considered HoT and PoF masteries respectively. Then there's Icebrood Saga which has its own self-contained mastery line. Step 1 is to know that some mastery lines are hidden until you do their related content. For example, until you enter Fractals for the first time, the Fractal mastery line won't even appear in your hero panel. The same is true for raids, siege turtles, and gryphons. Step 2 is to look for things you can get for regular gameplay. For example, the Triple Trouble world boss in Bloodtide Coast has 4 central tyria mastery points attached to it, one for each head and a fourth for beating it as a map. Another example is the 6 IBS mastery points from charr commendations in Drizzlewood Coast. Those you literally just play the map a bunch and you'll get them. Step 3 is to look for simple achievements to complete, such as the timed mount ride challenges in End of Dragons and Secrets of the Obscure. Step 4 is to find larger achievements that nonetheless award a mastery point fairly early on. For example, the achievement for beating the Cold War strike a bunch of times actually awards a mastery point at tiers 1 and 3, which are one kill and 10 kills respectively, despite the full achievement being 50 kills. After that, I'd say look around in your achievement panel at which ones award mastery points, then decide which sound good to try.
  2. So, bit of a strange thing here with ascended crafting. Let's take wood products as an example. Globs of Elder Spirit Residue can only be crafted 1/day for an account. These are account bound. Spiritwood Planks have no limitations to crafting and are not bound at all. In fact, they are tradable. Ascended staffs are all account bound.
  3. Everything you can craft is either not bound or account-bound on aquire. You can freely move them between characters until you actually use them (some items are soulbound on use). Honestly, I just use alternate characters for additional crafting. It's up to you if you prefer swapping characters or paying 10 silver. All recipes are account-wide now, so that's not going to be a complicating factor.
  4. Do Triple Trouble and kill each head at least once, that's 4 core tyria mastery points right there. There are actually quite a few mastery points that come from killing world bosses. I have fully maxxed masteries, have spare central Tyria mastery points, and IIRC have 18 more central tyria mastery points I could potentially get (that might be including my spares, but there's lots more available than you need).
  5. Living World seasons 3 and 4 are the easiest ways to get ascended rings, backpacks, amulets, and trinkets, all fully stat selectable. Doing EoD strikes regularly have a decent (though small) chance of dropping ascended weapons that likewise have no limitations on what stats you can select. EoD strikes also have good gold rewards, so they're worth doing anyway. Wizard's Vault works nicely for getting armor for core game stats, which works great for strike damage builds, but condition builds typically want expertise, which only exists on Celestial in core stats.
  6. It's true for Death Shroud and Harbinger's Shroud, but Reaper's Shroud is considered an Exotic Hammer.
  7. And you can't even make a joke about the family tree, because for sylvari, it's literal.
  8. My idea with Locust Swarm is that you drop the AoE heal, but give each affected ally their own swarm of locusts. Group healing ultimately remains the same, but more of a DPS increase and also group swiftness.
  9. Yeah, definitely ways to improve the build, but overall, I feel like every healer build should have a hole or two they can't cover reliably. For example, Firebrand, while handling most boons well, it doesn't really heal that much compared to other healers. Scourge loses on the swiftness and stability, but makes up for it with unmatched condition cleanse and revive ability plus massive barriers. I would love to see some of the Scourge support get moved on to weapons, though. It does feel very strange that half of our bar is practically meaningless as each weapon set only has at most one support skill. Maybe some group stability on Reaper's Mark or Putrid Mark or group swiftness on Locust Swarm (actually, having traited Locust Swarm apply its full effects to yourself and 4 allies would be really cool. Remove the group healing aspect in favor of that).
  10. I can confirm Relic of the Flock will proc Channeling Conduits to give alacrity. Just tested it.
  11. 100% uptime isn't high for Protection? Serpent Siphon doesn't provide Aegis? Are you still living in 2020? Scourge as a main healer is absolutely viable because the barriers are large enough burst healing isn't that important (especially as there's no more scholar bonus to keep up). Given the typical subsquad arrangement is 1 healer, I also have no idea what you mean by "not brought as the main healer." You don't bring healscourge if you already have a healer for your sub.
  12. Why are you bothering with them for ooc movement when you have mounts?
  13. I guess I do have an animation complaint with Sword 3 in that it feels like you should be stabbing your target, not hilt-bashing them.
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